The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.

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Sonic Weapon Ideas (Games : C&C3: Tiberium Wars : Mods : Xenoforce Reborn : Forum : Xenoforce General Descussion : Sonic Weapon Ideas) Locked
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Jul 28 2011 Anchor

I read your comment, so here I am in the forum as this is too big for the comments page.

Sonic Weapons... Well in Tiberian Sun it was a beam wave weapon that locked onto a target and shattered it to pieces. (including humans)

In C&C 3 it's a ground moving wave of sonic energy that traveled through targets and damaged things severly. Althogh this is how they should have programmed the railgun system to act more like a railgun as opposed to a gauss cannon. (which is that they actualy have)

Other ideas for a sonic weapon... Well I can think of a few:

1. The emitter can send out a 90 degree blast wave that can knock targets back, but not for high damage against tanks.

2. The emmiter can cause tremors with a small radius under the enemy targets that will damage them over time. Damage by percentage of HP as opposed to set number per second. Certain units can get immunity to it (mobile suits with Vernir Mode on ground) or take less from it (hero units for example.)

3. Similar to number 1 and 2 is having a blast of force come out of the ground and send units 100 ft in the air in a random direction, damaging everything in the small radius is produces. Kinda like a reverse retro Ion Cannon but it draws power from the earth to produce this.

Hope this helps. :-)

Jul 30 2011 Anchor

I can not do the 90 degree blast radius thing. I actually tried that first. It was an interesting effect where the weapon did damage directly in front of it for about a second and then firing off the blast. It was actually kinda cool and I think I'll keep that in but the actual "weapon" effect I havn't gotten down yet.

The tremors idea is interesting, but I can't actually pull that off. I tried that too. I can pull off the EMP effect because it's just an effect that is already in the game. To do a tremor thing I would have to figure out a way to cause a new damage spawn at point of impact, and that I can't do. Yet. Lol. :p

Finally, throwing other units into the air is the same idea, I can't think of a way to pull that off. Nothing is comming to mind for that simply because the game doesn't really use physics. All physics you see are actually pre-made animations.

Jul 30 2011 Anchor

For the Tremors, ask those guys who made The Forgotten, they used a similar method of what you specified with their Veinhole Monster Super Weapon.

Wasn't counting on the launching of units being possible, but I though I would throw that in there.

If anything you could use the old school method of it being a beam wave weapon. However I don't think Carnius ever got that effect right at all, his Disruptor Tanks still act as a Sonic Emitter...

Jul 30 2011 Anchor

I think I am going to play with the different abilities of the attribute modifiers for the weapon and what effects I can pull off. Maybe make it so that it only slows the enemy down instead of full on EMP shut down (like 50% speed reduction for 10 seconds) or weaken the armor or drop a % off the health instead of doing damage. I think that will be the best way to go.

Tommorows Xenoforce.blogspot post will go into detail on the changes to UC and how UC and AW will be different.

Aug 1 2011 Anchor

I like the speed reduction idea, maybe make it so it has very long range to make it more useful. It would be kind of pointless to have speed reduction at it's current range if the enemy is 50% speed reduced while only 20 ft away. lol

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